Jethro's Braindump

GDC Vault - Exploring the Tech and Design of 'Noita'

Petri Purho
Nolla Games
Game Design

Noita uses a very simple falling sand simulation algorithm, liquids and gases are implemented similarly.

Rigid bodies use a marching square algorithm.

How to simulate all pixels in a big world? Multi-threading! The world is divided into \(64 \times 64\) chunks. Each chunk keeps a dirty rectangle, containing all the pixels that need to be simulated.